Showing posts with label Sleasel. Show all posts
Showing posts with label Sleasel. Show all posts

Wednesday, December 16, 2009

Slow Sleasel

Render times have not been our friend this semester, especially in the lab. Jennifers Sleasel has been particularly hit hard by this. I did some test to try and figure out what was slowing it down. Here is the original render, which took 1 min 9 sec (Mental Ray preview quality @ 640x360, on my laptop):



I tried to render it with a single ramp shader on all objects. Did render quite a bit faster: 14 seconds!



Even when I made the material reflective it only took 22 seconds:



But of course this was not the look Jen was going for. But is renders way faster so the fact that the original scene has a gezillion shading groups or many empty UV sets was not bogging down the render. Tried to render the entire scene without any raytracing:



Now that rendered in 17 seconds! But then again, it also has no shadows. I turned raytracing back on but disabled the shadows, which are obviously all set to ray traced or they would have shown up in the non-ray traced image. This took 33 seconds:



But we want shadows. What if we kill the transparency on the glasses? Rendered in 38 seconds, so that is one of the most important factors in slowing the render down:



The image looses a lot of visual quality. Digging through the scene I did find one other thing. The counter (Wood Red) had a reflectivity of 0.002, and one of the ramp shaders feeding into it had a reflectivity of .1. So full reflection had to be calculated for it though it hardly showed up. I found a few more reflective ramps and killed the reflectivity on the ceiling:



Render time: 1min01seconds. So that is 61 seconds versus 69 seconds for the original, a more than 10 percent gain. May not sound like much, but considering that the entire animation is 150 frames, this will shave of 150 times 8 = 1200 seconds or 20 minutes of off an almost three hour render.


I also tried rendering it using Maya Software. To get the smooth Sleasel one has to create a proxy. Still it renders really fast. And with a lot of aliasing artifacts at preview quality. Needs to be close to production quality to get the wood pattern to look nice again, and by then it renders at least as slow.

Sunday, December 13, 2009

Oh my god! Orange shirt kid is how Sleasel has to move. I will do it!!!!

http://www.youtube.com/watch?v=T0mwoBGYfU8&feature=fvw

In other news, I've gone through a whole semester of this class and still can't figure out how to embed YouTube videos on the blog. x_x

Wednesday, November 18, 2009

Toon Wood

Prof. Koning (Wobbe) helped me figure out how to have a wood texture drive a toon shader! This is epic!

Monday, November 16, 2009

Squash and Stretch Tutuorial



This tutorial guides the user through setting up a squash and stretch expression, and an attribute that can control the degree of stretchiness. It goes step by step through the math behind expressions, allowing the user to understand why the expression enables this essential of cartoon animation.

I am definitely interested in throwing this on Sleasel. I'll have to do it after I get the rest of the rig set up, but they say this will work over most any preexisting IK set.

Hairy Sleasel


We got fur to render on Sleasel in class. On the instruction station in the lab this took 12 minutes and 37 seconds :(

Sleasel's Favorite Pub

... from here. I like the feel of this a lot - the deep, reddish, well-worn wood, the bar stools, the assorted liquor bottles, the dark spots of red, green and blue, the neon lights glowing softly in the back. This feels like a place that Sleasel would enjoy frequenting. I'd like to incorporate these elements into my animation/texturing project.


In a separate room in the back of the pub, three pool tables will be arranged in a smaller, darker room. I won't be modelling this room for my current animation, but I thought I would include reference for it here to give you guys an idea of the feel I'm after. By the way, the pool room image is from here.


Now here's my issue - the fur I was originally trying to pursue is not a possibility for the animation. Rendering times make it totally impractical for anything but still images. Instead, I'm considering working with the cell shading look that Matt posted earlier. Wikipedia has some good examples here.

BUT - the visuals of the pub seem so dependent upon the deep woody textures and dark subtlety of color changes that the cel-shading, or toon shading, might not really capture the feel of the pub. I'm open to suggestions about how to convey the dark, cozy, but somewhat dirty feel of the pub using the toony cel-shader - do you think just using rich color choices would work? How could I get a wood grain with the cel-shading? OR - perhaps there is another rendering choice I could pursue...
I'm thinking of signing up for/posting this to the CGTalk forum, but I'd like to get your input first.

Friday, November 6, 2009

Joint Adjustments

Here are images of Sleasel's adjusted joints - you can see, there are more in the neck. I also adjusted the positioning of the hip/collar joints.
Now he can shrug!Here's a general body-rigging tutorial I'm working through right now. Useful so far - gives info and useful tips about setting up joints: http://www.swinburne.edu.au/design/tutorials/P-maya/T-Maya-Rigging-Rigging-a-biped-character-for-animation/ID-125/

Rigging Logistics

Just stumbled across these tutorials/threads in my research - I'm collecting them and thought I'd share them here to run them by you guys. Some of them seem complicated/over my head, and I was hoping you could let me know if they're feasible options.

Stretchy Spines:
http://www.darksuit.com/tutorials/StretchSpine.html

(or, apparently, I can just scale the bones mathematically - check out the last post):
http://forums.cgsociety.org/showthread.php?f=88&t=821678

Spline IK for the Tail:
http://www.animationartist.com/2003/08_aug/tutorials/softbody_tutorial.htm

Wednesday, November 4, 2009

Sleasel, Boned - in greater detail

















I made a couple of edits since these were taken, but this will give you a general idea of how he's laid out.

The first bone in the neck and shoulder chains seemed fused together and could not move independently. Since these photos were taken, I shortened the first neck bone up from the breast bone, and added another neck bone to lend more flexibility in the neck.

I've also added a short collar bone between his breast bone and shoulder so I can lift/drop/roll his shoulders and get slightly more realistic arm motion. I'm trying to decide if these motions should be FK or IK. Any suggestions?

Monday, November 2, 2009

Sleasel, Boned


Er, I mean "jointed," ha ha!
He's dancing because he's happy to be back in action.